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array.go
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array.go
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// Copyright 2015 Matthew Collins
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
package gl
import (
"github.com/thinkofdeath/gl/v3.2-core/gl"
)
// VertexArray is used to store state needed to render vertices.
// This includes buffers, the format of the buffers and enabled
// attributes.
type VertexArray struct {
internal uint32
}
var currentVertexArray VertexArray
// CreateVertexArray allocates a new VertexArray. If the allocation
// fails then IsValid will return false.
func CreateVertexArray() VertexArray {
var va VertexArray
gl.GenVertexArrays(1, &va.internal)
return va
}
// Bind marks the VertexArray as the currently active one, this
// means buffers/the format of the buffers etc will be bound to
// this VertexArray. If this vertex array is already bound then
// this will do nothing.
func (va VertexArray) Bind() {
if currentVertexArray == va {
return
}
gl.BindVertexArray(va.internal)
currentVertexArray = va
}
// Delete deallocates the VertexArray. This does not free any
// attached buffers. IsValid will return false after this call.
func (va *VertexArray) Delete() {
gl.DeleteVertexArrays(1, &va.internal)
if currentVertexArray == *va {
currentVertexArray = VertexArray{}
}
va.internal = 0
}
// IsValid returns whether this VertexArray is still valid. A
// VertexArray will become invalid after Delete is called.
func (va VertexArray) IsValid() bool {
return va.internal != 0
}